Categories: HERO, ORDER, AELF, CITIES OF SIGMAR, Leader, PHOENIX TEMPLE
Command Abilities: Captain of the Phoenix Guard, Unit: Anointed, Unit Abilities: Blessing of the Ur-Phoenix, Witness to Destiny, Weapon: Great Phoenix Halberd
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Captain of the Phoenix Guard | You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HERO with this command ability. Until the end of that phase, you can re-roll wound rolls for attacks made by friendly PHOENIX TEMPLE units while they are wholly within 12" of that HERO. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Anointed | 6" | 5 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Blessing of the Ur-Phoenix | This model can attempt to dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. | |
| Witness to Destiny | Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Great Phoenix Halberd | Melee | 2" | 4 | 3+ | 3+ | -1 | 1 |
Categories: ASSASSIN, HERO, ORDER, SHADOWBLADES, AELF, Leader
Unit: Assassin, Unit Abilities: Deathshead Poison, Hidden Murderer, Weapon: Poison-Coated Blades
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Assassin | 6" | 5 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Deathshead Poison | If the unmodified wound roll for an attack made with Poison-coated Blades is 6, that attack inflicts D3 mortal wounds and the attack sequence ends (do not make a save roll). | |
| Hidden Murderer | Instead of setting up this model on the battlefield, you can place it to one side and say that it is set up in hiding as a reserve unit. If you do so, at the start of a combat phase, you can set up this model within 1" of a friendly CITIES OF SIGMAR unit that has 5 or more models and a Wounds characteristic of 1. If this model is not set up on the battlefield before the start of the fourth battle round, it is slain. | Cities of Sigmar Battletome |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Poison-Coated Blades | Melee | 1" | 6 | 3+ | 3+ | -1 | 1 |
Categories: BATTLEMAGE, HERO, HUMAN, WIZARD, COLLEGIATE ARCANE, ORDER, Leader
Magic: Battlemage, Spell: Arcane Bolt, Mystic Shield, Unit: Battlemage, Unit Abilities: Magic of the Realms, Weapon: Wizard's Staff
| Magic | Cast/Unbind | Spells Known | Ref |
|---|---|---|---|
| Battlemage | 1/1 | Arcane Bolt, Mystic Shield, Realm of Origin Spell |
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Arcane Bolt | 5 | If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead. | |
| Mystic Shield | 6 | If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Battlemage | 5" | 5 | 6 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Magic of the Realms | When you select this model to be part of your army, you must choose the realm that your Battlemage comes from. You can choose from the following realms: Aqshy, Azyr, Chamon, Ghur, Ghyran, Hysh, Shyish or Ulgu. Add 1 to casting rolls for this model if the battle is taking place in the realm it comes from |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Wizard's Staff | Melee | 2" | 1 | 4+ | 3+ | -1 | D3 |
Categories: BATTLEMAGE, COLLEGIATE ARCANE, GRIFFON, HUMAN, HERO, MONSTER, WIZARD, ORDER, Behemoth, Leader
Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Magic: Battlemage on Griffon, Spell: Amber Spear, Arcane Bolt, Mystic Shield, Wildform, Unit: Battlemage on Griffon, Unit Abilities: Fly, Two-headed, Weapon: Beaststaff, Razor Claws, Twin Beaks
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Twin Beaks | Razor Claws | |
| Wounds1 | 0-3 | 15" | 3 | 6 | |
| Wounds2 | 4-6 | 13" | 2 | 5 | |
| Wounds3 | 7-9 | 11" | 2 | 4 | |
| Wounds4 | 10-11 | 9" | 1 | 3 | |
| Wounds5 | 12+ | 7" | 1 | 2 |
| Magic | Cast/Unbind | Spells Known | Ref |
|---|---|---|---|
| Battlemage on Griffon | 1/1 | Arcane Bolt, Mystic Shield, Amber Spear, Wildform |
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Amber Spear | 7 | If successfully cast, pick 1 point on the battlefield within 18" of the caster that is visible to them and draw an imaginary straight line 1mm wide between that point and the closest part of the caster’s base. Roll a dice for each unit that has models passed across by this line. On a 2+, that unit suffers D3 mortal wounds. | |
| Arcane Bolt | 5 | If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead. | |
| Mystic Shield | 6 | If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase. | |
| Wildform | 5 | If successfully cast, pick 1 friendly unit within 12" of the caster that is visible to them. Add 2 to run and charge rolls for that unit until your next hero phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Battlemage on Griffon | * | 13 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Fly | This unit can fly. | |
| Two-headed | If the unmodified hit roll for an attack made with Twin Beaks is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Beaststaff | Melee | 2" | 1 | 4+ | 3+ | -1 | D3 | |
| Razor Claws | Melee | 2" | * | 4+ | 3+ | -1 | 2 | |
| Twin Beaks | Melee | 2" | 4 | 3+ | 3+ | -1 | * |
Categories: Leader
Command Abilities: At Them, You Curs!, Unit: Black Ark Fleetmaster, Unit Abilities: Murderous Swashbuckler, Sea Dragon Cloak, Weapon: Black Ark Cutlass, Murder Hook
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| At Them, You Curs! | You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SCOURGE PRIVATEERS unit wholly within 12" of a friendly HERO with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. A unit cannot benefit from this command ability more than once per phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Black Ark Fleetmaster | 6" | 5 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Murderous Swashbuckler | If the unmodified hit roll for an attack made with a Black Ark Cutlass is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. | |
| Sea Dragon Cloak | Add 1 to save rolls for attacks made with missile weapons that target this model. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Black Ark Cutlass | Melee | 1" | 3 | 3+ | 4+ | - | 1 | |
| Murder Hook | Melee | 1" | 2 | 4+ | 3+ | -1 | 1 |
Categories: COGSMITH, DUARDIN, ENGINEER, HERO, IRONWELD ARSENAL, ORDER, Leader
Unit: Cogsmith, Unit Abilities: Engineer, Free Arm, Master Engineer, Weapon: Cog Axe, Duardin Pistols, Grudge-Raker, Gun Butt
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Cogsmith | 4" | 5 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Engineer | In your hero phase, a Cogsmith can repair a single WAR MACHINE within 4". That model repairs 1 wound. | |
| Free Arm | Add 1 to hit rolls for attacks made with this model’s missile weapons if it is not armed with a Cog Axe. Add 1 to hit rolls for attacks made with this model’s melee weapons if it is not armed with a Grudge-raker. | |
| Master Engineer | In your hero phase, you can pick 1 friendly IRONWELD ARSENAL WAR MACHINE unit within 3" of this model. You can heal up to D3 wounds allocated to that unit. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Cog Axe | Melee | 1" | 4 | 3+ | 4+ | - | 1 | |
| Duardin Pistols | Missile | 8" | 2 | 4+ | 3+ | -1 | 1 | |
| Grudge-Raker | Missile | 16" | D3 | 4+ | 3+ | -1 | 1 | |
| Gun Butt | Melee | 1" | 1 | 4_ | 4_ | - | 1 |
Categories: MONSTER, HERO, ORDER, DRAGON, DREADLORD, ORDER SERPENTIS, AELF, Behemoth, Leader
Command Abilities: Do Not Disappoint Me, Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Dreadlord on Black Dragon, Unit Abilities: Exile Blades, Fly, Noxious Breath, The Price of Failure, Weapon: Fearsome Jaws, Noxious Breath, Razor-sharp Claws
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Do Not Disappoint Me | You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HERO that knows this ability. Add 1 to wound rolls for attacks made by friendly ORDER SERPENTIS units that are wholly within 18" of that HERO. A unit cannot benefit from this command ability more than once per phase. |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Fearsome Jaws | Razor-sharp Claws | |
| Wound1 | 0-3 | 14" | 1+ | 6 | |
| Wound2 | 4-6 | 12" | 2+ | 5 | |
| Wound3 | 7-9 | 10" | 3+ | 4 | |
| Wound4 | 10-12 | 8" | 4+ | 3 | |
| Wound5 | 13+ | 6" | 5+ | 2 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Dreadlord on Black Dragon | * | 14 | 8 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Exile Blades | If a Dreadlord has two Exile Blades you can re-roll hit rolls of 1 when he attacks with them. | |
| Fly | This unit can fly. | |
| Noxious Breath | Do not use the attack sequence for an attack made with a Black Dragon’s Noxious Breath. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 6, the target unit suffers 1 mortal wound. | |
| The Price of Failure | If any ORDER SERPENTIS models from your army flee whilst within 3" of this Dreadlord, they will be ruthlessly cut apart, flayed or otherwise murdered by him as an example to those who would disappoint him. If this happens, other ORDER SERPENTIS units from your army do not need to take battleshock tests in the same phase if they are within 14" of this Dreadlord. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Fearsome Jaws | Melee | 3" | 3 | 4+ | * | -2 | D6 | |
| Noxious Breath | Missile | 6" | 1 | * | * | * | * | |
| Razor-sharp Claws | Melee | 2" | * | 4+ | 3+ | -1 | 2 |
Categories: HERO, ORDER, FREE PEOPLES, Leader, HUMAN
Command Abilities: Hold the Line!, Unit: Freeguild General, Unit Abilities: Decapitating Swing, Inspiring Leader, Weapon: Zweihander
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Hold the Line! | You can use this command ability in your hero phase. If you do so, pick up to 3 friendly FREEGUILD units wholly within 18" of a friendly FREEGUILD HERO with this command ability. Until the start of your next hero phase, add 1 to hit and wound rolls for attacks made by those friendly units if they have not made a normal move or a charge move in the same turn. A unit cannot benefit from this command ability more than once per phase. | Cities of Sigmar Battletome |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild General | 5" | 5 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Decapitating Swing | If the unmodified hit roll for an attack made with a Zweihander is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. | Cities of Sigmar Battletome |
| Inspiring Leader | Add 1 to the Bravery characteristic of friendly FREEGUILD units while they are wholly within 18" of this model. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Zweihander | Melee | 1" | 3 | 3+ | 3+ | -2 | D3 |
Categories: FREEGUILD GENERAL, GRIFFON, HERO, HUMAN, MONSTER, FREE PEOPLES, ORDER, Behemoth, Leader
Command Abilities: Rousing Battle Cry, Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Unit: Freeguild General on Griffon, Unit Abilities: Charging Lance, Fly, Freeguild Shield, Piercing Bloodroar, Skilled Rider, Weapon: Deadly Beak, Razor Claws
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Rousing Battle Cry | You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly FREEGUILD HERO with this command ability. Until the end of that phase, add 1 to charge rolls for friendly FREEGUILD units while they are wholly within 12" of that HERO. In addition, in the next combat phase, add 1 to hit rolls for attacks made with melee weapons by friendly FREEGUILD units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Razor Claws | Deadly Beak | |
| Wounds1 | 0-3 | 15" | 6 | 4 | |
| Wounds2 | 4-6 | 13" | 5 | 3 | |
| Wounds3 | 7-9 | 11" | 4 | 2 | |
| Wounds4 | 10-11 | 9" | 3 | 1 | |
| Wounds5 | 12+ | 7" | 2 | 1 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild General on Griffon | * | 13 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Charging Lance | This model’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this model made a charge move in the same turn. | |
| Fly | This unit can fly. | |
| Freeguild Shield | Add 1 to save rolls for attacks that target this model if this model carries a Freeguild Shield | |
| Piercing Bloodroar | Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of any friendly units with this ability. | |
| Skilled Rider | Add 1 to run and charge rolls for this model if it does not carry a Freeguild Shield. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Deadly Beak | Melee | 2" | 2 | 3+ | 3+ | -2 | * | |
| Razor Claws | Melee | 2" | * | 4+ | 3+ | -1 | 2 |
Categories: AELF, HERO, NOMAD PRINCE, ORDER, WANDERERS, Leader
Command Abilities: Lord of the Deepwood Host, Unit: Nomad Prince, Unit Abilities: Hunting Bird of Prey, Weapon: Starlight Spear
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Lord of the Deepwood Host | You can use this command ability at the start of your shooting phase or at the start of the combat phase. If you do so, pick 1 friendly HERO with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly WANDERER units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Nomad Prince | 6" | 5 | 8 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Hunting Bird of Prey | In your hero phase, you can pick 1 enemy HERO within 16" of this model. Until your next hero phase, subtract 1 from casting, dispelling and unbinding rolls for that model, and subtract 1 from hit rolls for attacks made by that model |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Starlight Spear | Melee | 2" | 4 | 3+ | 3+ | -1 | 2 |
Categories: DUARDIN, HERO, PRIEST, RUNELORD, DISPOSSESSED, ORDER, Leader
Prayer: Ancestral Shield, Forgefire, Unit: Runelord, Unit Abilities: Rune Lore, Runes of Spellbreaking, Weapon: Forgehammer, Rune Staff
| Prayer | Description | Ref |
|---|---|---|
| Ancestral Shield | Pick 1 friendly DISPOSSESSED unit wholly within 12" of this model. Until the start of your next hero phase, roll a dice each time you allocate a wound or mortal wound to that unit. On a 6, that wound or mortal wound is negated. | |
| Forgefire | Pick 1 friendly DISPOSSESSED unit wholly within 12" of this model. Until the start of your next hero phase, improve the Rend characteristic of that unit’s weapons by 1. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Runelord | 4" | 5 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Rune Lore | In your hero phase, this model can chant 1 of the following prayers. If it does so, pick 1 of the prayers and then make a prayer roll by rolling a dice. On a 1, the prayer is not answered. On a 2+, the prayer is answered. | Cities of Sigmar Battletome p1 |
| Runes of Spellbreaking | This model can attempt to dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. Add 2 to dispelling and unbinding rolls for this model. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Forgehammer | Melee | 1" | 2 | 4+ | 4+ | - | 1 | |
| Rune Staff | Melee | 1" | 1 | 4+ | 3+ | - | D3 |
Categories: AELF, HERO, SORCERESS, WIZARD, DARKLING COVENS, ORDER, Leader
Command Abilities: Command Underlings, Magic: Sorceress, Spell: Arcane Bolt, Mystic Shield, Word of Pain, Unit: Sorceress, Unit Abilities: Blood Sacrifice, Weapon: Witchstaff
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Command Underlings | You can use this command ability in your hero phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn. |
| Magic | Cast/Unbind | Spells Known | Ref |
|---|---|---|---|
| Sorceress | 1/1 | Arcane Bold, Mystic Shield, Word of Pain |
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Arcane Bolt | 5 | If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead. | |
| Mystic Shield | 6 | If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase. | |
| Word of Pain | 7 | If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them. That unit suffers D3 mortal wounds. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Sorceress | 6" | 5 | 7 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Blood Sacrifice | At the start of your hero phase, you can pick 1 friendly DARKLING COVEN model within 3" to be slain. If you do so, add 2 to casting rolls for this model until the end of that phase. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Witchstaff | Melee | 2" | 1 | 4+ | 3+ | -1 | D3 |
Categories: AELF, HERO, MONSTER, SORCERESS, WIZARD, DARKLING COVENS, ORDER, Leader, Behemoth
Command Abilities: Command Underlings, Inspire Hatred, Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Magic: Sorceress on Black Dragon, Spell: Arcane Bolt, Bladewind, Mystic Shield, Unit Abilities: Blood Sacrifice, Fly, Noxious Breath, Weapon: Fearsome Jaws, Razor-sharp Claws
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Command Underlings | You can use this command ability in your hero phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. Until your next hero phase, that unit can run and still shoot and/or charge later in the same turn. | |
| Inspire Hatred | You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly DARKLING COVEN unit wholly within 12" of a friendly DARKLING COVEN HERO with this command ability. You can re-roll wound rolls of 1 for attacks made by that unit in that combat phase. |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Fearsome Jaws | Razor-sharp Claws | |
| Wounds1 | 0-3 | 14" | 1+ | 6 | |
| Wounds2 | 4-6 | 12" | 2+ | 5 | |
| Wounds3 | 7-9 | 10" | 3+ | 4 | |
| Wounds4 | 10-12 | 8" | 4+ | 3 | |
| Wounds5 | 13+ | 6" | 4+ | 2 |
| Magic | Cast/Unbind | Spells Known | Ref |
|---|---|---|---|
| Sorceress on Black Dragon | 1/1 | Arcane Bolt, Mystic Shield, Bladewind |
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Arcane Bolt | 5 | If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead. | |
| Bladewind | 6 | If successfully cast, pick 1 enemy unit within 18" of the caster that is visible to them and roll 9 dice. For each roll that is lower than that unit’s Save characteristic, that unit suffers 1 mortal wound. | |
| Mystic Shield | 6 | If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase. |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Blood Sacrifice | At the start of your hero phase, you can pick 1 friendly DARKLING COVEN model within 3" to be slain. If you do so, add 2 to casting rolls for this model until the end of that phase. | |
| Fly | This unit can fly. | |
| Noxious Breath | Do not use the attack sequence for an attack made with a Black Dragon’s Noxious Breath. Instead, roll a number of dice equal to the number of models from the target unit that are in range of the attack. For each 6, the target unit suffers 1 mortal wound. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Fearsome Jaws | Melee | 3" | 3 | 4+ | * | -2 | D6 | Cities of Sigmar Battletome |
| Razor-sharp Claws | Melee | 2" | * | 4+ | 3+ | -1 | 2 | Cities of Sigmar Battletome |
Selections: Commander [50pts]
Categories: HUMAN, IRONWELD ARSENAL, STEAM TANK, WAR MACHINE, ORDER, Behemoth, Leader
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Steam Tank, Unit Abilities: Bouncing Cannon Balls, Commander, I'll Fix It, More Pressure!, Steel Behemoth, Weapon: Crushing Wheels, Steam Cannon, Steam Gun
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Steam Cannon | Steam Gun | |
| Wound1 | 0-2 | 2D6" | 30" | 2+ | |
| Wound2 | 3-4 | 2D6" | 24" | 3+ | |
| Wound3 | 5-7 | D6" | 18" | 4+ | |
| Wound4 | 8-9 | D6" | 12" | 5+ | |
| Wound5 | 10+ | D3" | 6" | 6+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Steam Tank | * | 12 | 8 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Bouncing Cannon Balls | You can add 1 to hit rolls for a Steam Cannon if the target unit has 10 or more models. | |
| Commander | This model can include 1 Commander armed with a Long Rifle, Repeater Handgun, and Sword or Rod. If it does, this unit has the HERO keyword. However, if it does, the Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the Commander. | |
| I'll Fix It | Instead of using the More Pressure! ability, the Steam Tank Commander can attempt to make repairs to the Steam Tank in your hero phase. If he does, roll a dice; on a 4 or more he repairs one wound. | |
| More Pressure! | At the start of your hero phase, you can choose to overpressure this model’s boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this model, this model immediately suffers D3 mortal wounds. If the roll is equal to or greater than the number of wounds currently allocated to this model, until the start of your next hero phase, you can add 2 to this model’s Move characteristic and add 2 to the Attacks characteristic of this model’s Steam Gun. |
|
| Steel Behemoth | After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Crushing Wheels | Melee | 1" | D6 | 4+ | 3+ | -1 | 2 | |
| Long Rifle | Missile | 30" | 1 | 3+ | 3+ | -1 | 2 | |
| Repeater Handgun | Missile | 16" | D3 | 4+ | 3+ | -1 | 1 | |
| Steam Cannon | Missile | * | 1 | 4+ | 2+ | -2 | D6 | |
| Steam Gun | Missile | 8" | 2D6 | 4+ | * | - | 1 | |
| Sword or Rod | Melee | 1" | 2 | 5+ | 4+ | - | 1 |
Categories: DUARDIN, HERO, WARDEN KING, DISPOSSESSED, ORDER, Leader
Command Abilities: Ancestral Grudge, Unit: Warden King, Unit Abilities: Oath Stone, Weapon: Rune Hammer
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Ancestral Grudge | You can use this command ability at the start of the combat phase. If you do so, pick 1 enemy unit within 18" of a friendly HERO with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of attacks made with melee weapons used by friendly DISPOSSESSED units that target that unit. A unit cannot benefit from this command ability more than once per phase. | Cities of Sigmar Battletome |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Warden King | 4" | 5 | 8 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Oath Stone | In your hero phase, you can say this model will stand atop its oath stone. If you do so, until the start of your next turn, this model cannot move. In addition, until the start of your next turn, do not take battleshock tests for friendly DISPOSSESSED units wholly within 18" of this model. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Rune Hammer | Melee | 1" | 4 | 3+ | 3+ | -1 | D3 |
Categories: DUARDIN, HERO, WARDEN KING, DISPOSSESSED, ORDER, Leader
Command Abilities: Ancestral Grudge, Unit: Warden King, Unit Abilities: Oath Stone, Weapon: Rune Hammer
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Ancestral Grudge | You can use this command ability at the start of the combat phase. If you do so, pick 1 enemy unit within 18" of a friendly HERO with this command ability. Until the end of that phase, add 1 to the Attacks characteristic of attacks made with melee weapons used by friendly DISPOSSESSED units that target that unit. A unit cannot benefit from this command ability more than once per phase. | Cities of Sigmar Battletome |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Warden King | 4" | 5 | 8 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Oath Stone | In your hero phase, you can say this model will stand atop its oath stone. If you do so, until the start of your next turn, this model cannot move. In addition, until the start of your next turn, do not take battleshock tests for friendly DISPOSSESSED units wholly within 18" of this model. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Rune Hammer | Melee | 1" | 4 | 3+ | 3+ | -1 | D3 |
Categories: COLLEGIATE ARCANE, HUMAN, WIZARD, ORDER, Behemoth, CITIES OF SIGMAR
Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Unit: Celestial Hurricanum, Unit Abilities: Locus of Azyr, Portents of Battle, Storm of Shemtek, Weapon: Arcane Tools, Steel-shod Hooves, Storm of Shemtek
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Portents of Battle | Storm of Shemtek | |
| Wounds1 | 0-2 | 10" | 10" | 3 | |
| Wounds2 | 3-4 | 9" | 8" | 2 | |
| Wounds3 | 5-6 | 8" | 6" | 2 | |
| Wounds4 | 7-8 | 7" | 4" | 1 | |
| Wounds5 | 9+ | 6" | 2" | 1 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Celestial Hurricanum | * | 11 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Locus of Azyr | Add 1 to casting rolls made for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly CELESTIAL HURRICANUMS. | |
| Portents of Battle | Add 1 to hit rolls for attacks made by friendly CITIES OF SIGMAR models within range of the Portents of Battle ability of any friendly CELESTIAL HURRICANUMS. The range of the Portents of Battle ability for this model is shown on the damage table. | |
| Storm of Shemtek | Do not use the attack sequence for an attack made with the Storm of Shemtek. Instead, roll a number of dice equal to the Storm of Shemtek value shown on this model’s damage table. For each 2+, the target suffers D3 mortal wounds. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Arcane Tools | Melee | 1" | 4 | 5+ | 5+ | - | 1 | |
| Steel-shod Hooves | Melee | 1" | 4 | 4+ | 4+ | - | 1 | |
| Storm of Shemtek | Missile | 18" | 1 | N/A | N/A | N/A | N/A |
Categories: MONSTER, ORDER, AELF, Behemoth, CITIES OF SIGMAR
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Flamespyre Phoenix, Unit Abilities: Attuned to Magic, Fly, Phoenix Reborn, Wake of Fire, Weapon: Flaming Talons
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Flaming Talons | Wake of Fire | |
| Wound1 | 0-2 | 16" | 6 | D6 mortal wounds | |
| Wound2 | 3-4 | 14" | 5 | D3 mortal wounds | |
| Wound3 | 5-7 | 12" | 4 | D3 mortal wounds | |
| Wound4 | 8-9 | 10" | 3 | 1 mortal wound | |
| Wound5 | 10+ | 8" | 2 | 1 mortal wound |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Flamespyre Phoenix | * | 12 | 8 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Attuned to Magic | If a model within 12" of this model successfully casts a spell, whether or not the spell is unbound, roll a dice. If the result if 2 or more, you can add 1 to all save rolls for the Flamespyre Phoenix until your next hero phase. | |
| Fly | This unit can fly. | |
| Phoenix Reborn | The first time this model is slain during a battle, roll a dice. On a result of 4 or more, it is reborn with all its wounds restored! Set up the model anywhere on the battlefield that is more than 9" from the enemy. | |
| Wake of Fire | A Flamespyre Phoenix can attack enemies with a Wake of Fire as it flies over them. To do so, pick one enemy unit that the Flamespyre Phoenix flew over in the movement phase. Then, consult the damage table to how many woulds are inflicted on the unit as they are engulfed in flame. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Flaming Talons | Melee | 2" | * | 4+ | 3+ | -1 | 2 |
Categories: MONSTER, ORDER, AELF, Behemoth, CITIES OF SIGMAR, PHOENIX TEMPLE
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Frostheart Phoenix, Unit Abilities: Anointed, Attuned to Magic, Blizzard Aura, Fly, Witness to Destiny, Weapon: Ice-cold Talons
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Ice-cold Talons | Blizzard Aura | |
| Wound1 | 0-2 | 16" | 8 | 9" | |
| Wound2 | 3-4 | 14" | 6 | 6" | |
| Wound3 | 5-7 | 12" | 5 | 3" | |
| Wound4 | 8-9 | 10" | 4 | 2" | |
| Wound5 | 10+ | 8" | 3 | 1" |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Frostheart Phoenix | * | 12 | 9 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Anointed | This model can included 1 Anointed armed with a Great Phoenix Halberd. If it does, this model has the HERO keyword. However, if it does, any command traits or artefacts of power only affect attacks made by the Anointed. | |
| Attuned to Magic | In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy (this ability can never add more than 1 to the save roll) | |
| Blizzard Aura | Subtract 1 from wound rolls for attacks made with melee weapons by enemy units within range of the Blizzard Aura ability of any friendly models. The range of the Blizzard Aura ability for this model is shown on the damage table above. | |
| Fly | This unit can fly. | |
| Witness to Destiny | If this model includes an Anointed, roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Ice-cold Talons | Melee | 2" | * | 3+ | 3+ | -1 | 2 |
Categories: COLLEGIATE ARCANE, HUMAN, LUMINARK OF HYSH, WIZARD, ORDER, Behemoth, CITIES OF SIGMAR
Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Unit: Luminark of Hysh, Unit Abilities: Aura of Protection, Locus of Hysh, Searing Beam of Light, Weapon: Arcane Tools, Searing Beam of Light, Steel-shod Hooves
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Aura of Protection | Searing Beam of Light | |
| Wounds1 | 0-2 | 10" | 10" | 2+ | |
| Wounds2 | 3-4 | 9" | 8" | 3+ | |
| Wounds3 | 5-6 | 8" | 6" | 4+ | |
| Wounds4 | 7-8 | 7" | 4" | 5+ | |
| Wounds5 | 9+ | 6" | 2" | 6+D3 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Luminark of Hysh | * | 11 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Aura of Protection | Roll a dice each time you allocate a wound or mortal wound to a friendly CITIES OF SIGMAR model within range of the Aura of Protection ability of any friendly LUMINARKS OF HYSH. On a 6+, that wound or mortal wound is negated. The range of the Aura of Protection ability for this model is shown on the damage table. | |
| Locus of Hysh | Add 1 to unbinding rolls for friendly COLLEGIATE ARCANE WIZARDS wholly within 12" of any friendly LUMINARKS OF HYSH. | |
| Searing Beam of Light | Do not use the attack sequence for an attack made with this model’s Searing Beam of Light. Instead, pick 1 point on the battlefield within range of this model’s Searing Beam of Light that is visible to this model and draw an imaginary straight line 1mm wide between that point and the closest part of this model’s base. Roll a dice for each unit that has models passed across by this line. For each roll that is equal to or greater than the Searing Beam of Light value shown on this model’s damage table, that unit suffers D3 mortal wounds. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Arcane Tools | Melee | 1" | 4 | 5+ | 5+ | - | 1 | |
| Searing Beam of Light | Missile | 30" | 1 | * | * | * | * | |
| Steel-shod Hooves | Melee | 1" | 4 | 4+ | 4+ | - | 1 |
Categories: HUMAN, IRONWELD ARSENAL, STEAM TANK, WAR MACHINE, ORDER, Behemoth
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Steam Tank, Unit Abilities: Bouncing Cannon Balls, Commander, I'll Fix It, More Pressure!, Steel Behemoth, Weapon: Crushing Wheels, Steam Cannon, Steam Gun
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Steam Cannon | Steam Gun | |
| Wound1 | 0-2 | 2D6" | 30" | 2+ | |
| Wound2 | 3-4 | 2D6" | 24" | 3+ | |
| Wound3 | 5-7 | D6" | 18" | 4+ | |
| Wound4 | 8-9 | D6" | 12" | 5+ | |
| Wound5 | 10+ | D3" | 6" | 6+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Steam Tank | * | 12 | 8 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Bouncing Cannon Balls | You can add 1 to hit rolls for a Steam Cannon if the target unit has 10 or more models. | |
| Commander | This model can include 1 Commander armed with a Long Rifle, Repeater Handgun, and Sword or Rod. If it does, this unit has the HERO keyword. However, if it does, the Look Out, Sir! rule does not apply to this model, and any command traits or artefacts of power only affect attacks made by the Commander. | |
| I'll Fix It | Instead of using the More Pressure! ability, the Steam Tank Commander can attempt to make repairs to the Steam Tank in your hero phase. If he does, roll a dice; on a 4 or more he repairs one wound. | |
| More Pressure! | At the start of your hero phase, you can choose to overpressure this model’s boiler. If you do so, roll 2D6. If the roll is less than the number of wounds currently allocated to this model, this model immediately suffers D3 mortal wounds. If the roll is equal to or greater than the number of wounds currently allocated to this model, until the start of your next hero phase, you can add 2 to this model’s Move characteristic and add 2 to the Attacks characteristic of this model’s Steam Gun. |
|
| Steel Behemoth | After this model makes a charge move, you can pick 1 enemy unit within 1" of this model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Crushing Wheels | Melee | 1" | D6 | 4+ | 3+ | -1 | 2 | |
| Steam Cannon | Missile | * | 1 | 4+ | 2+ | -2 | D6 | |
| Steam Gun | Missile | 8" | 2D6 | 4+ | * | - | 1 |
Categories: HELBLASTER VOLLEY GUN, WAR MACHINE, ORDER, CITIES OF SIGMAR, IRONWELD ARSENAL, HUMAN, Artillery
Unit: Helblaster Volly Gun, Unit Abilities: Crewed Artillery, Helblaster Volley, Point Blank, Working Like Clockwork, Weapon: Crew's Tools, Volley of Shots (1 Deck), Volley of Shots (2 Deck), Volley of Shots (3 Deck)
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Helblaster Volly Gun | 3" | 7 | 5 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Crewed Artillery | A Helblaster Volley Gun consists of a Volley Gun and a crew of three Ironweld Crew. The Volley Gun is armed with a Volley of Shots, while the Ironweld Crew are armed with Crew’s Tools. The Volley Gun and its crew are treated as a single model, using the characteristics given above. The crew must remain within 1" of the Volley Gun. |
|
| Helblaster Volley | Before attacking with a Volley of Shots, choose either the 1 Deck, 2 Decks or 3 Decks missile weapon characteristics for that shooting attack. However, if the roll to determine the Attacks characteristic includes a double, this model cannot shoot in that phase and instead suffers 1 mortal wound. | |
| Point Blank | Add 1 to hit rolls for attacks made with this model’s missile weapons that target an enemy unit wholly within 12" of this model. | |
| Working Like Clockwork | You can re-roll any dice when rolling to determine the Attacks characteristic of this model’s Volley of Shots if this model is within 3" of a friendly IRONWELD ARSENAL ENGINEER. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Crew's Tools | Melee | 1 | 1 | 5+ | 5+ | - | 1 | |
| Volley of Shots (1 Deck) | Missile | 24" | D6 | 4+ | 3+ | -1 | 1 | |
| Volley of Shots (2 Deck) | Missile | 24" | 2D6 | 4+ | 3+ | -1 | 1 | |
| Volley of Shots (3 Deck) | Missile | 24" | 3D6 | 4+ | 3+ | -1 | 1 |
Categories: HELSTORM ROCKET BATTERY, WAR MACHINE, ORDER, Artillery, IRONWELD ARSENAL, CITIES OF SIGMAR
Unit: Crew, Helstorm Rocket Battery, Unit Abilities: Calculated Trajectory, Crewed Artillery, Rocket Salvo, Weapon: Crew's Tools, Helstorm Rocket Salvo
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Crew | 5" | 1 | 5 | 6+ | |
| Helstorm Rocket Battery | * | 4 | - | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Calculated Trajectory | You can re-roll hit rolls of 1 for attacks made with this model’s Helstorm Rocket Salvo if this model is within 3" of a friendly IRONWELD ARSENAL ENGINEER. | |
| Crewed Artillery | A Helstorm Rocket Battery consists of a Rocket Battery and a crew of three Gunnery Crew. The Rocket Battery is armed with a Helstorm Rocket Salvo, while the Gunnery Crew are armed with Crew’s Tools. The Rocket Battery and its crew are treated as a single model, using the characteristics given above. The crew must remain within 1" of the Rocket Battery. |
|
| Rocket Salvo | Add 1 to hit rolls for attacks made with this model’s Helstorm Rocket Salvo if all of the attacks made by that Helstorm Rocket Salvo in the same phase target the same enemy unit. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Crew's Tools | Melee | 1 | 3 | 5+ | 5+ | - | 1 | |
| Helstorm Rocket Salvo | Missile | 10-36" | 3 | 5+ | 3+ | -2 | D3 |
Selections: 10 Bleakswords [90pts]
Categories: AELF, BLEAKSWORDS, DARKLING COVENS, ORDER, Battleline
Unit: Bleakswords, Unit Abilities: Lordling, Quicksilver Strike, Ranks of Cold Steel, Weapon: Darkling Sword
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Bleakswords | 6" | 1 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Lordling | 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Quicksilver Strike | If the unmodified hit roll for an attack made with a Darkling Sword is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. | |
| Ranks of Cold Steel | Add 1 to hit rolls for attacks made by this unit if it has 10 or more models. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Darkling Sword | Melee | 1" | 1 | 3+ | 4+ | - | 1 |
Selections: 10 Darkshards [100pts]
Categories: AELF, DARKSHARDS, DARKLING COVENS, ORDER, Battleline
Unit: Darkshard, Unit Abilities: Guardmaster, Storm of Iron-tipped Bolts, Weapon: Cruel Dagger, Repeater Crossbow
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Darkshard | 6" | 1 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Guardmaster | 1 model in this unit can be a Guardmaster. Add 1 to hit rolls for attacks made with this model’s missile weapon | |
| Storm of Iron-tipped Bolts | Add 1 to hit rolls for attacks made with this unit’s Repeater Crossbows if it has 10 or more models. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Cruel Dagger | Melee | 1" | 1 | 5+ | 5+ | - | 1 | |
| Repeater Crossbow | Missile | 16" | 2 | 4+ | 4+ | - | 1 |
Selections: 10 Dreadspears [90pts]
Categories: AELF, DREADSPEARS, DARKLING COVENS, ORDER, Battleline
Unit: Dreadspear, Unit Abilities: Coven Guard, Lordling, Ranks of Cold Steel, Weapon: Darkling Spear
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Dreadspear | 6" | 1 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Coven Guard | If the unmodified hit roll for an attack made with a Darkling Spear is 6, that weapon has a Rend characteristic of -1 instead of ‘-’ for that attack | |
| Lordling | 1 model in this unit can be a Lordling. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Ranks of Cold Steel | Add 1 to hit rolls for attacks made by this unit if it has 10 or more models. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Darkling Spear | Melee | 2" | 1 | 4+ | 4+ | - | 1 |
Selections: 10 Eternal Guard [130pts]
Categories: AELF, ETERNAL GUARD, ORDER, WANDERERS, Battleline
Unit: Eternal Guard, Unit Abilities: Eternal Warden, Form Fortress of Boughs, Fortress of Boughs, Weapon: Spear-stave
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Eternal Guard | 6" | 1 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Eternal Warden | 1 model in this unit can be an Eternal Warden. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Form Fortress of Boughs | Add 1 to hit and wound rolls for attacks made by this unit if this unit has not made a move in the same turn | |
| Fortress of Boughs | Add 1 to save rolls for attacks that target this unit if this unit has not made a move in the same turn. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Spear-stave | Melee | 2" | 1 | 4+ | 4+ | - | 1 |
Selections: 10 Freeguild Crossbowmen [100pts]
Categories: FREEGUILD CROSSBOWMEN, HUMAN, FREE PEOPLES, ORDER, Battleline
Unit: Freeguild Crossbowmen, Unit Abilities: Marksman, Reload, Fire, Weapon: Dagger, Freeguild Crossbow
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild Crossbowmen | 5" | 1 | 5 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Marksman | 1 model in this unit can be a Marksman. Add 1 to hit rolls for attacks made with this model’s Freeguild Crossbow | |
| Reload, Fire | Add 1 to the Attacks characteristic of this unit’s Freeguild Crossbows if it has 10 or more models, there are no enemy models within 3" of this unit, and this unit has not made a move in the same turn. | Cities of Sigmar Battletome |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Dagger | Melee | 1" | 1 | 5+ | 5+ | - | 1 | |
| Freeguild Crossbow | Missile | 24" | 1 | 4+ | 3+ | - | 1 |
Selections: 10 Freeguild Guard [80pts]
Categories: FREEGUILD GUARD, HUMAN, FREE PEOPLES, ORDER, Battleline
Unit: Freeguild Guard, Unit Abilities: Massed Ranks, Sergeant, Shield
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild Guard | 5" | 1 | 5 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Massed Ranks | Add 1 to hit rolls for attacks made by this unit if it has 10 or more models. Add 2 to hit rolls instead of 1 if this unit has 20 or more models. | |
| Sergeant | 1 model in this unit can be a Sergeant. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Shield | You can re-roll save rolls of 1 for a unit equipped with Shields. |
Selections: 10 Freeguild Handgunner [100pts]
Categories: FREEGUILD HANDGUNNERS, HUMAN, FREE PEOPLES, ORDER, Battleline
Unit: Freeguild Handgunners, Unit Abilities: Crack Shot, Marksman, Stand and Shoot, Steady Aim, Weapon: Dagger, Freeguild Handgun
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild Handgunners | 5" | 1 | 5 | 6+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Crack Shot | Enemy HEROES do not benefit from the Look Out, Sir! rule for attacks made with a Long Rifle. | |
| Marksman | 1 model in this unit can be a Marksman. A Marksman may replace their Freeguild Handgun with one of the following weapon options: Long Rifle; or Repeater Handgun. In addition, add 2 to hit rolls for attacks made with that model’s Freeguild Handgun. | |
| Stand and Shoot | Once per turn, when an enemy unit ends a charge move within 3" of this unit and there are no other enemy units within 3" of this unit, this unit can shoot. | |
| Steady Aim | Add 1 to hit rolls for attacks made by this unit if it has 10 or more models, there are no enemy models within 3" of this unit, and this unit has not made a move in the same turn. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Dagger | Melee | 1" | 1 | 5+ | 5+ | - | 1 | |
| Freeguild Handgun | Missile | 16" | 1 | 4+ | 3+ | -1 | 1 |
Selections: 5 Freeguild Outriders [100pts]
Categories: FREEGUILD OUTRIDERS, HUMAN, FREE PEOPLES, ORDER, Other, Battleline
Unit: Freeguild Outriders, Unit Abilities: Expert Gunners, Sharpshooter, Skilled Riders, Weapon: Cavalry Saber, Repeater Handgun, Stamping Hooves
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild Outriders | 12" | 2 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Expert Gunners | Add 1 to the Attacks characteristic of this unit’s Repeater Handguns if this unit is not within 3" of any enemy units. | |
| Sharpshooter | 1 model in this unit can be a Sharpshooter. Add 1 to the Attacks characteristic of that model’s Freeguild Cavalry Sabre. In addition, a Sharpshooter can replace their Repeater Handgun with one of the following weapon options: Grenade-launching Blunderbuss; or Brace of Pistols. | |
| Skilled Riders | This unit can run and/or retreat and still shoot later in the same turn. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Cavalry Saber | Melee | 1" | 1 | 4+ | 4+ | - | 1 | |
| Repeater Handgun | Missile | 16" | D3 | 5+ | 3+ | -1 | 1 | |
| Stamping Hooves | Melee | 1" | 2 | 4+ | 5+ | - | 1 |
Selections: 5 Freeguild Pistoliers [100pts]
Categories: FREEGUILD PISTOLIERS, HUMAN, FREE PEOPLES, ORDER, Other, Battleline
Unit: Freeguild Pistoliers, Unit Abilities: Hail of Bullets, Outrider, Reckless Riders, Weapon: Brace of Pistols, Stamping Hooves
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild Pistoliers | 12" | 2 | 5 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Hail of Bullets | After this unit makes a charge move, it can shoot with any Braces of Pistols it is armed with. | |
| Outrider | 1 model in this unit can be a Outrider. Add 1 to the Attacks characteristic of that model’s Sabre and Pistol Butt. In addition, an Outrider can replace their Brace of Pistols with a Repeater Handgun. | |
| Reckless Riders | You can re-roll run and charge rolls for this unit |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Brace of Pistols | MIssile | 9" | 2 | 4+ | 3+ | -1 | 1 | |
| Stamping Hooves | Melee | 1" | 2 | 4+ | 5+ | - | 1 |
Selections: 10 Ironbreakers [130pts]
Categories: DUARDIN, IRONBREAKERS, DISPOSSESSED, ORDER, Battleline
Unit: Ironbreakers, Unit Abilities: Ironbeard, Weapon: Drakefire Pistol, Ironbreaker Weapons, Mailed Fist
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Ironbreakers | 4" | 1 | 7 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Ironbeard | 1 model in this unit can be an Ironbeard. An Ironbeard can replace their Ironbreaker Weapon with a Mailed Fist and one of the following weapon options: Drakefire Pistol and Cinderblast Bomb; or a pair of Drakefire Pistols. In addition, add 1 to the Attacks characteristic of that model’s melee weapon. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Drakefire Pistol | Missile | 8" | 2 | 4+ | 3+ | -1 | 1 | |
| Ironbreaker Weapons | Melee | 1" | 2 | 3+ | 4+ | - | 1 | |
| Mailed Fist | Melee | 1" | 1 | 4+ | 4+ | - | 1 |
Categories: AELF, Behemoth, CITIES OF SIGMAR, MONSTER, Battleline
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Kharibdyss, Unit Abilities: Abyssal Howl, Feast of Bones, Quck With the Lash, Weapon: Clawed Limbs, Cruel Goads and Whips, Fanged Tentacles, Spiked Tail
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Fanged Tentacles | Spiked Tail | |
| Wound1 | 0-1 | 7" | 6 | 2+ | |
| Wound2 | 2-3 | 6" | 5 | 3+ | |
| Wound3 | 4-5 | 5" | 4 | 4+ | |
| Wound4 | 6-7 | 5" | 3 | 5+ | |
| Wound5 | 8+ | 4" | 2 | 6+ |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Kharibdyss | * | 12 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Abyssal Howl | Subtract 1 from the Bravery characteristic of enemy units within 12" of any models with this ability. | |
| Feast of Bones | At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal D3 wounds allocated to this model | |
| Quck With the Lash | Before you make a charge roll for this model, you can say that its Handlers are going to apply the lash. If you do so, roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the charge roll. However, if the 3D6 roll was a triple, this model suffers 1 mortal wound and it cannot make a charge move in that phase. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Clawed Limbs | Melee | 1" | 2 | 3+ | 3+ | -1 | 1 | |
| Cruel Goads and Whips | Melee | 2" | 2 | 4+ | 4+ | - | 1 | |
| Fanged Tentacles | Melee | 3" | * | 4+ | 3+ | -1 | 2 | |
| Spiked Tail | Melee | 2" | D6 | 4+ | * | - | 1 |
Selections: 10 Longbeards [110pts]
Categories: DUARDIN, LONGBEARDS, DISPOSSESSED, ORDER, Battleline
Prayer: "I thought duardin were made of sterner stuff!", ‘Put your back into it, beardling!', ‘Too much damned magic flying about these days!’, Unit: Longbeards, Unit Abilities: Old Grumblers, Old Guard
| Prayer | Description | Ref |
|---|---|---|
| "I thought duardin were made of sterner stuff!" | Add 1 to the Bravery characteristic of friendly DISPOSSESSED units while they are wholly within 12" of any units with this complaint. | |
| ‘Put your back into it, beardling!' | You can reroll wound rolls of 1 for attacks made by friendly DISPOSSESSED units while they are wholly within 12" of any units with this complaint. | |
| ‘Too much damned magic flying about these days!’ | A unit with this complaint can attempt to dispel 1 endless spell in your hero phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Longbeards | 4" | 1 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Old Grumblers | In your hero phase, you can say that this unit is grumbling. If you do so, pick 1 of the complaints below. That complaint is in effect until the start of your next hero phase. | Cities of Sigmar Battletome |
| Old Guard | 1 model in this unit can be a Old Guard. Add 1 to the Attacks characteristic of that model’s melee weapon |
Categories: MONSTER, ORDER, ORDER SERPENTIS, WAR HYDRA, Behemoth, Battleline
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: War Hydra, Unit Abilities: Quick With The Lash, Sever One Head, Another Takes Its Place, Weapon: Clawed Limbs, Cruel Goads and Whips, Fiery Breath, Razor-sharp Fangs
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Fiery Breath | Razor Sharp Fangs | |
| Wound1 | 0-2 | 8" | 6 | 6 | |
| Wound2 | 3-5 | 7" | 5 | 5 | |
| Wound3 | 6-7 | 6" | 4 | 4 | |
| Wound4 | 8-9 | 5" | 3 | 3 | |
| Wound5 | 10+ | 4" | 2 | 2 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| War Hydra | * | 12 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Quick With The Lash | Before you make a charge roll for this model, you can say that its Handlers are going to apply the lash. If you do so, roll 3D6, remove 1 dice of your choice, and then use the remaining 2D6 to determine the charge roll. However, if the 3D6 roll was a triple, this model suffers 1 mortal wound and it cannot make a charge move in that phase. | |
| Sever One Head, Another Takes Its Place | At the start of each of your hero phases, you can heal up to D3 wounds allocated to this model. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Clawed Limbs | Melee | 1" | 2 | 3+ | 3+ | -1 | 1 | |
| Cruel Goads and Whips | Melee | 2" | 2 | 4+ | 4+ | - | 1 | |
| Fiery Breath | Missile | 9" | * | 3+ | 3+ | -1 | 1 | |
| Razor-sharp Fangs | Melee | 2" | * | 4+ | 3+ | -1 | D3 |
Selections: 10 Black Ark Corsairs [80pts]
Categories: AELF, CITIES OF SIGMAR, Other
Unit: Black Ark Corsairs, Unit Abilities: Flashing Steel, Reaver, Sea Dragon Cloaks, Weapon: Vicious Blade
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Black Ark Corsairs | 6" | 1 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Flashing Steel | Add 1 to hit rolls for attacks made by this unit if it has 15 or more models. | |
| Reaver | 1 model in this unit can be a Reaver. Add 1 to hit rolls for attacks made by this model. | |
| Sea Dragon Cloaks | Add 1 to save rolls for attacks made with missile weapons that target this unit. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Vicious Blade | Melee | 1" | 1 | 4+ | 5+ | - | 1 |
Selections: 10 Black Guard [140pts]
Categories: AELF, BLACK GUARD, DARKLING COVENS, ORDER, Other
Unit: Black Guard, Unit Abilities: Captain, Elite Bodyguard, Weapon: Ebon Halberd
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Black Guard | 6" | 1 | 8 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Captain | 1 model in this unit can be a Captain. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Elite Bodyguard | Add 1 to hit rolls for attacks made by this unit if this unit is wholly within 12" of a friendly DARKLING COVEN HERO. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Ebon Halberd | Melee | 2" | 2 | 3+ | 3+ | -1 | 1 |
Selections: 3 Demigryph Knights [180pts]
Categories: DEMIGRYPH KNIGHTS, HUMAN, FREE PEOPLES, ORDER, Other
Unit: Demigryph Knights, Unit Abilities: Charging Lance, Preceptor, Savage Ferocity, Weapon: Beak and Talons
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Demigryph Knights | 10" | 4 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Charging Lance | This unit’s Demigryph Knight’s Lances have a Rend characteristic of -2 instead of ‘-’ and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn. | |
| Preceptor | 1 model in this unit can be a Preceptor. Add 1 to the Attacks characteristic of that model’s Demigryph Knight’s Halberd or Demigryph Knight’s Lance. | |
| Savage Ferocity | If the unmodified wound roll for an attack made with this unit’s Beak and Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Beak and Talons | Melee | 1" | 3 | 3+ | 3+ | -1 | 1 |
Selections: Drakespawn Chariots [80pts]
Categories: ORDER, DRAKESPAWN CHARIOTS, ORDER SERPENTIS, AELF, Other
Unit: Drakespawn Chariots, Unit Abilities: Scythed Runners, Weapon: Barbed Spears, Ferocious Jaws, Repeater Crossbow
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Drakespawn Chariots | 10" | 6 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Scythed Runners | Each time a model from this unit finishes a charge move, you can pick 1 enemy unit within 1" of that model and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Barbed Spears | Melee | 2" | 2 | 3+ | 4+ | - | 1 | |
| Ferocious Jaws | Melee | 1" | 4 | 3+ | 4+ | - | 1 | |
| Repeater Crossbow | Missile | 16" | 4 | 5+ | 4+ | - | 1 |
Selections: 5 Drakespawn Knights [170pts]
Categories: ORDER, DRAKESPAWN KNIGHTS, ORDER SERPENTIS, AELF, Other
Unit: Drakespawn Knights, Unit Abilities: Dread Knight, Lance Charge, Weapon: Barbed Lance, Ferocious Jaws
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Drakespawn Knights | 10" | 2 | 7 | 3+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Dread Knight | 1 model in this unit can be a Dread Knight. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Lance Charge | This unit’s Barbed Lances have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Barbed Lance | Melee | 2" | 1 | 3+ | 4+ | - | 1 | |
| Ferocious Jaws | Melee | 1" | 2 | 3+ | 4+ | - | 1 |
Selections: 10 Executioners [130pts]
Categories: AELF, EXECUTIONERS, DARKLING COVENS, ORDER, Other
Unit: Executioner, Unit Abilities: Draich Master, Severing Strike, Weapon: Executioner's Draich
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Executioner | 6" | 1 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Draich Master | 1 model in this unit can be a Draich Master. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Severing Strike | If the unmodified hit roll for an attack made with an Executioner’s Draich is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll). |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Executioner's Draich | Melee | 1" | 2 | 3+ | 3+ | - | 1 |
Selections: 10 Flagellants [80pts]
Categories: CELESTIAL, DEVOTED OF SIGMAR, FLAGELLANTS, ORDER, HUMAN, Other
Unit: Flagellants, Unit Abilities: Fanatical Fury, Glorious Martyrs, Prophet, Reckless Abandon, Weapon: Castigating Flails and Clubs
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Flagellants | 6" | 1 | 8 | - |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Fanatical Fury | Add 1 to hit and wound rolls for attacks made by this unit if it made a charge move in the same turn. | |
| Glorious Martyrs | Add 1 to the Attacks characteristic of this unit’s melee weapons if any models from this unit have been slain in the same turn. Add 2 to the Attacks characteristic instead of 1 if 5 or more models from this unit have been slain in the same turn. | |
| Prophet | The leader of this unit is a Prophet. You can re-roll failed hit rolls for a Prophet. | |
| Reckless Abandon | Each time a model from this unit flees, you can pick 1 enemy unit within 6" of this unit and roll a dice. On a 4+, that enemy unit suffers 1 mortal wound. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Castigating Flails and Clubs | Melee | 1" | 2 | 5+ | 4+ | - | 1 |
Selections: 10 Freeguild Greatswords [160pts]
Categories: FREEGUILD GREATSWORDS, HUMAN, FREE PEOPLES, ORDER, Other
Unit: Freeguild Greatswords, Unit Abilities: Decapitating Swing, Guild Champion, Oathsworn Honour Guard, Weapon: Zweihander
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild Greatswords | 5" | 1 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Decapitating Swing | If the unmodified hit roll for an attack made with a Zweihander is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. | Cities of Sigmar Battletome |
| Guild Champion | 1 model in this unit can be a Guild Champion. Add 1 to the Attacks characteristic of that model’s melee weapon | |
| Oathsworn Honour Guard | Add 1 to hit rolls for attacks made with melee weapons by this unit if it is wholly within 18" of any friendly FREEGUILD HEROES. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Zweihander | Melee | 1" | 2 | 3+ | 3+ | -1 | 1 |
Selections: Gyrobombers [80pts]
Categories: DUARDIN, GYROBOMBERS, IRONWELD ARSENAL, WAR MACHINE, ORDER, Other
Unit: Gyrobombers, Unit Abilities: Fly, Grudgebuster Bombs, Weapon: Clattergun, Rotor Blades
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Gyrobombers | 12" | 5 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Fly | This unit can fly. | |
| Grudgebuster Bombs | After this unit has made a normal move, pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models from that enemy unit. For each 2+, that enemy unit suffers D3 mortal wounds. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Clattergun | Missile | 20" | 4 | 4+ | 3+ | -1 | 1 | |
| Rotor Blades | Melee | 1" | D3 | 5+ | 4+ | - | 1 |
Selections: Gyrocopters [70pts]
Categories: DUARDIN, GYROCOPTERS, IRONWELD ARSENAL, WAR MACHINE, ORDER, Other
Unit: Gyrocopters, Unit Abilities: Fly, Guild Bombs, Weapon: Rotor Blades
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Gyrocopters | 14" | 4 | 6 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Fly | This unit can fly. | |
| Guild Bombs | Once per battle, after this unit has made a normal move, pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models from that enemy unit. For each 2+, that enemy unit suffers D3 mortal wounds. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Rotor Blades | Melee | 1" | D3 | 5+ | 4+ | - | 1 |
Selections: 10 Hammerers [140pts]
Categories: DUARDIN, HAMMERERS, DISPOSSESSED, ORDER, Other
Unit: Hammerers, Unit Abilities: Keeper of the Gate, Kingsguard, Shattering Blow, Weapon: Gromril Great Hammer
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Hammerers | 4" | 1 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Keeper of the Gate | 1 model in this unit can be a Keeper of the Gate. Add 1 to the Attacks characteristic of that model’s melee weapon. | |
| Kingsguard | Do not take battleshock tests for this unit while it is wholly within 12" of a friendly DISPOSSESSED HERO. | |
| Shattering Blow | If the unmodified wound roll for an attack made with a Gromril Great Hammer is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Gromril Great Hammer | Melee | 1" | 2 | 3+ | 3+ | -1 | 1 |
Selections: 10 Irondrakes [180pts]
Categories: DUARDIN, IRONDRAKES, DISPOSSESSED, ORDER, Other
Unit: Irondrakes, Unit Abilities: Blaze Away, Forge-proven Gromril Armour, Ironwarden, Weapon: Drakeguns, Mailed Fist
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Irondrakes | 4" | 1 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Blaze Away | Add 1 to the Attacks characteristic of this unit’s missile weapons if there are no enemy units within 3" of this unit and this unit has not made a move in the same turn. | Cities of Sigmar Battletome |
| Forge-proven Gromril Armour | Add 1 to save rolls for attacks made with missile weapons that target this unit. | |
| Ironwarden | 1 model in this unit can be an Ironwarden. Add 1 to the Attacks characteristic of that model’s Mailed Fist. In addition, an Ironwarden can replace their Drakegun with one of the following weapon options: Grudgehammer Torpedo; Drakefire Pistol and Cinderblast Bomb; or a pair of Drakefire Pistols. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Drakeguns | Missile | 16" | 1 | 3+ | 3+ | -1 | 1 | |
| Mailed Fist | Melee | 1" | 1 | 4+ | 4+ | - | 1 |
Selections: Scourgerunner Chariot [60pts]
Categories: Other
Unit: Scourgerunner Chariots, Unit Abilities: High Beastmaster, Lay The Beast Low, Weapon: Hook-spears, Ravager Harpoon, Repeater Crossbow, Vicious Bites
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Scourgerunner Chariots | 12" | 6 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| High Beastmaster | If this unit has 3 or more models, 1 model in this unit can be a High Beastmaster. Add 1 to hit rolls for attacks made with that model’s missile weapons. | |
| Lay The Beast Low | If the unmodified hit roll for an attack made with a Ravager Harpoon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Hook-spears | Melee | 2" | 2 | 4+ | 4+ | - | 1 | |
| Ravager Harpoon | Missile | 18" | 2 | 3+ | 3+ | -1 | D3 | |
| Repeater Crossbow | Missile | 16" | 4 | 5+ | 4+ | - | 1 | |
| Vicious Bites | Melee | 1" | 4 | 4+ | 5+ | - | 1 |
Selections: 10 Shadow Warriors [110pts]
Categories: ORDER, SHADOWBLADES, AELF, CITIES OF SIGMAR, Other
Unit: Shasdow Warrior, Unit Abilities: One with the Shadows, Shadow Walker, Strike Unseen, Weapon: Coldsteel Blade, Ranger Bow
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Shasdow Warrior | 6" | 1 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| One with the Shadows | Instead of setting up this unit on the battlefield, you can place this unit to one side and say that it is set up in the shadows as a reserve unit. If you do so, at the end of your movement phase, you can set up this unit anywhere on the battlefield more than 9" from any enemy units. Any reserve units in the shadows that are not set up on the battlefield before the start of the fourth battle round are destroyed. | |
| Shadow Walker | 1 model in this unit can be a Shadow Walker. Add 1 to hit rolls for attacks made with that model’s missile weapon. | |
| Strike Unseen | Add 1 to hit and wound rolls for attacks made with missile weapons by this unit if this unit is in cover. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Coldsteel Blade | Melee | 1" | 2 | 3+ | 4+ | - | 1 | |
| Ranger Bow | Missile | 18" | 1 | 3+ | 4+ | -1 | 1 |
Selections: 5 Sisters of the Thorn [130pts]
Categories: AELF, SISTERS OF THE THORN, WIZARD, ORDER, WANDERERS, Other
Magic: Armour of Thorns, Sisters of the Thorn, Spell: Arcane Bolt, Mystic Shield, Unit: Sisters of the Thorn, Unit Abilities: Handmaiden of the Thorn, Weapon: Antlers and Hooves, Blackbriar Javelin, Deepwood Coven Staff
| Magic | Cast/Unbind | Spells Known | Ref |
|---|---|---|---|
| Armour of Thorns | 7 | If successfully cast, pick 1 friendly WANDERERS unit wholly within 18" of the caster that is visible to them. Until that unit moves, that unit is treated as being in cover. In addition, until that unit moves, if the unmodified save roll for an attack made with a melee weapon that targets that unit is 6, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved. |
|
| Sisters of the Thorn | 1/1 | Arcane Bolt, Mystic Shield, Armour of Thorns |
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Arcane Bolt | 5 | If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead. | |
| Mystic Shield | 6 | If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Sisters of the Thorn | 12" | 2 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Handmaiden of the Thorn | 1 model in this unit can be a Handmaiden of the Thorn. Add 1 to the Attacks characteristic of that model’s Deepwood Coven Staff. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Antlers and Hooves | Melee | 1" | 2 | 4+ | 4+ | - | 1 | |
| Blackbriar Javelin | Missile | 9" | 2 | 4+ | 4+ | -1 | 1 | |
| Deepwood Coven Staff | Melee | 2" | 1 | 4+ | 4+ | - | 1 |
Selections: 10 Sisters of the Watch [160pts]
Categories: AELF, SISTERS OF THE WATCH, ORDER, WANDERERS, Other
Unit: Sisters of the Watch, Unit Abilities: Eldritch Arrows, High Sister, Loose Until the Last, Quicksilver Shot, Weapon: Ithilmar Sword, Watch Bow
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Sisters of the Watch | 6" | 1 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Eldritch Arrows | If the unmodified wound roll for an attack made with a Watch Bow is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. | |
| High Sister | 1 model in this unit can be a High Sister. Add 1 to the Attacks characteristic of that model’s missile weapon. | |
| Loose Until the Last | Once per turn, if an enemy unit ends a charge move within 3" of this unit and there are no other enemy units within 3" of this unit, this unit can shoot. | |
| Quicksilver Shot | Add 1 to the Attacks characteristic of this unit’s Watch Bows if there are no enemy models within 3" of this unit and this unit has not made a move in the same turn. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Ithilmar Sword | Melee | 1" | 1 | 4+ | 4+ | - | 1 | |
| Watch Bow | Missile | 18" | 1 | 3+ | 3+ | - | 1 |
Selections: 5 Wild Riders [130pts]
Categories: Other
Unit: Wild Riders, Unit Abilities: Unbound Fury, Weapon: Antlers and Hooves, Hunting Spear
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Wild Riders | 12" | 2 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Unbound Fury | This unit’s Hunting Spears have a Rend characteristic of -2 instead of -1 and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Antlers and Hooves | Melee | 1" | 2 | 4+ | 4+ | - | 1 | |
| Hunting Spear | Melee | 2" | 2 | 3+ | 4+ | - | 1 |
Selections: 10 Wildwood Rangers [130pts]
Categories: AELF, WILDWOOD RANGERS, ORDER, WANDERERS, Other
Unit: Wildwood Rangers, Unit Abilities: Guardians of the Kindreds, Wildwood Warden, Weapon: Ranger's Draich
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Wildwood Rangers | 6" | 1 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Guardians of the Kindreds | A Ranger’s Draich has a Damage characteristic of 2 instead of 1 if the target is a MONSTER. | |
| Wildwood Warden | 1 model in this unit can be a Wildwood Warden. Add 1 to the Attacks characteristic of that model’s melee weapon. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Ranger's Draich | Melee | 2" | 2 | 3+ | 3+ | -1 | 1 |
Categories: Battalion
Battalion Abilities: Swift Like the Wind
Categories: FREEGUILD GENERAL, GRIFFON, HERO, HUMAN, MONSTER, FREE PEOPLES, ORDER, Behemoth, Leader
Command Abilities: Rousing Battle Cry, Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Unit: Freeguild General on Griffon, Unit Abilities: Charging Lance, Fly, Freeguild Shield, Piercing Bloodroar, Skilled Rider, Weapon: Deadly Beak, Razor Claws
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| Swift Like the Wind | Units from this battalion can retreat and still shoot and/or charge later in the same turn. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Rousing Battle Cry | You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly FREEGUILD HERO with this command ability. Until the end of that phase, add 1 to charge rolls for friendly FREEGUILD units while they are wholly within 12" of that HERO. In addition, in the next combat phase, add 1 to hit rolls for attacks made with melee weapons by friendly FREEGUILD units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Razor Claws | Deadly Beak | |
| Wounds1 | 0-3 | 15" | 6 | 4 | |
| Wounds2 | 4-6 | 13" | 5 | 3 | |
| Wounds3 | 7-9 | 11" | 4 | 2 | |
| Wounds4 | 10-11 | 9" | 3 | 1 | |
| Wounds5 | 12+ | 7" | 2 | 1 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Freeguild General on Griffon | * | 13 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Charging Lance | This model’s Freeguild Lance has a Rend characteristic of -2 instead of -1 if this model made a charge move in the same turn. | |
| Fly | This unit can fly. | |
| Freeguild Shield | Add 1 to save rolls for attacks that target this model if this model carries a Freeguild Shield | |
| Piercing Bloodroar | Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of any friendly units with this ability. | |
| Skilled Rider | Add 1 to run and charge rolls for this model if it does not carry a Freeguild Shield. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Deadly Beak | Melee | 2" | 2 | 3+ | 3+ | -2 | * | |
| Razor Claws | Melee | 2" | * | 4+ | 3+ | -1 | 2 |
Categories: Battalion
Battalion Abilities: Beasthunters
Selections: 10 Black Ark Corsairs [80pts]
Categories: AELF, CITIES OF SIGMAR, Other
Unit: Black Ark Corsairs, Unit Abilities: Flashing Steel, Reaver, Sea Dragon Cloaks, Weapon: Vicious Blade
Selections: 10 Black Ark Corsairs [80pts]
Categories: AELF, CITIES OF SIGMAR, Other
Unit: Black Ark Corsairs, Unit Abilities: Flashing Steel, Reaver, Sea Dragon Cloaks, Weapon: Vicious Blade
Selections: 10 Black Ark Corsairs [80pts]
Categories: AELF, CITIES OF SIGMAR, Other
Unit: Black Ark Corsairs, Unit Abilities: Flashing Steel, Reaver, Sea Dragon Cloaks, Weapon: Vicious Blade
Categories: Leader
Command Abilities: At Them, You Curs!, Unit: Black Ark Fleetmaster, Unit Abilities: Murderous Swashbuckler, Sea Dragon Cloak, Weapon: Black Ark Cutlass, Murder Hook
Selections: Scourgerunner Chariot [60pts]
Categories: Other
Unit: Scourgerunner Chariots, Unit Abilities: High Beastmaster, Lay The Beast Low, Weapon: Hook-spears, Ravager Harpoon, Repeater Crossbow, Vicious Bites
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| Beasthunters | Add 1 to wound rolls for attacks made by units from this battalion that target an enemy MONSTER. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| At Them, You Curs! | You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly SCOURGE PRIVATEERS unit wholly within 12" of a friendly HERO with this command ability. Add 1 to the Attacks characteristic of that unit’s melee weapons until the end of that phase. A unit cannot benefit from this command ability more than once per phase. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Black Ark Corsairs | 6" | 1 | 6 | 5+ | |
| Black Ark Fleetmaster | 6" | 5 | 7 | 4+ | |
| Scourgerunner Chariots | 12" | 6 | 6 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Flashing Steel | Add 1 to hit rolls for attacks made by this unit if it has 15 or more models. | |
| High Beastmaster | If this unit has 3 or more models, 1 model in this unit can be a High Beastmaster. Add 1 to hit rolls for attacks made with that model’s missile weapons. | |
| Lay The Beast Low | If the unmodified hit roll for an attack made with a Ravager Harpoon is 6, that attack inflicts D3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). | |
| Murderous Swashbuckler | If the unmodified hit roll for an attack made with a Black Ark Cutlass is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit. | |
| Reaver | 1 model in this unit can be a Reaver. Add 1 to hit rolls for attacks made by this model. | |
| Sea Dragon Cloak | Add 1 to save rolls for attacks made with missile weapons that target this model. | |
| Sea Dragon Cloaks | Add 1 to save rolls for attacks made with missile weapons that target this unit. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Black Ark Cutlass | Melee | 1" | 3 | 3+ | 4+ | - | 1 | |
| Hook-spears | Melee | 2" | 2 | 4+ | 4+ | - | 1 | |
| Murder Hook | Melee | 1" | 2 | 4+ | 3+ | -1 | 1 | |
| Ravager Harpoon | Missile | 18" | 2 | 3+ | 3+ | -1 | D3 | |
| Repeater Crossbow | Missile | 16" | 4 | 5+ | 4+ | - | 1 | |
| Vicious Bites | Melee | 1" | 4 | 4+ | 5+ | - | 1 | |
| Vicious Blade | Melee | 1" | 1 | 4+ | 5+ | - | 1 |
Categories: Battalion
Battalion Abilities: A Greywater Welcome
Categories: COGSMITH, DUARDIN, ENGINEER, HERO, IRONWELD ARSENAL, ORDER, Leader
Unit: Cogsmith, Unit Abilities: Engineer, Free Arm, Master Engineer, Weapon: Cog Axe, Duardin Pistols, Grudge-Raker, Gun Butt
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| A Greywater Welcome | In your shooting phase in the first battle round, friendly WAR MACHINES from this battalion can shoot twice if they are within 6" of a friendly HERO from this battalion and are not within 3" of any enemy units. |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Cogsmith | 4" | 5 | 7 | 5+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Engineer | In your hero phase, a Cogsmith can repair a single WAR MACHINE within 4". That model repairs 1 wound. | |
| Free Arm | Add 1 to hit rolls for attacks made with this model’s missile weapons if it is not armed with a Cog Axe. Add 1 to hit rolls for attacks made with this model’s melee weapons if it is not armed with a Grudge-raker. | |
| Master Engineer | In your hero phase, you can pick 1 friendly IRONWELD ARSENAL WAR MACHINE unit within 3" of this model. You can heal up to D3 wounds allocated to that unit. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Cog Axe | Melee | 1" | 4 | 3+ | 4+ | - | 1 | |
| Duardin Pistols | Missile | 8" | 2 | 4+ | 3+ | -1 | 1 | |
| Grudge-Raker | Missile | 16" | D3 | 4+ | 3+ | -1 | 1 | |
| Gun Butt | Melee | 1" | 1 | 4_ | 4_ | - | 1 |
Categories: Battalion
Battalion Abilities: Galorious Cavalry Charge
Selections: 3 Demigryph Knights [180pts]
Categories: DEMIGRYPH KNIGHTS, HUMAN, FREE PEOPLES, ORDER, Other
Unit: Demigryph Knights, Unit Abilities: Charging Lance, Preceptor, Savage Ferocity, Weapon: Beak and Talons
Selections: 3 Demigryph Knights [180pts]
Categories: DEMIGRYPH KNIGHTS, HUMAN, FREE PEOPLES, ORDER, Other
Unit: Demigryph Knights, Unit Abilities: Charging Lance, Preceptor, Savage Ferocity, Weapon: Beak and Talons
Selections: 3 Demigryph Knights [180pts]
Categories: DEMIGRYPH KNIGHTS, HUMAN, FREE PEOPLES, ORDER, Other
Unit: Demigryph Knights, Unit Abilities: Charging Lance, Preceptor, Savage Ferocity, Weapon: Beak and Talons
Categories: FREEGUILD GENERAL, GRIFFON, HERO, HUMAN, MONSTER, FREE PEOPLES, ORDER, Behemoth, Leader
Command Abilities: Rousing Battle Cry, Damage Table: Wounds0, Wounds1, Wounds2, Wounds3, Wounds4, Wounds5, Unit: Freeguild General on Griffon, Unit Abilities: Charging Lance, Fly, Freeguild Shield, Piercing Bloodroar, Skilled Rider, Weapon: Deadly Beak, Razor Claws
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| Galorious Cavalry Charge | Add 1 to hit and wound rolls for attacks made with melee weapons by units from this battalion that made a charge move in the same turn and are wholly within 18" of the Freeguild General on Griffon from the same battalion. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Rousing Battle Cry | You can use this command ability at the start of your charge phase. If you do so, pick 1 friendly FREEGUILD HERO with this command ability. Until the end of that phase, add 1 to charge rolls for friendly FREEGUILD units while they are wholly within 12" of that HERO. In addition, in the next combat phase, add 1 to hit rolls for attacks made with melee weapons by friendly FREEGUILD units while they are wholly within 12" of that HERO. A unit cannot benefit from this command ability more than once per phase |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wounds0 | Wounds Suffered | Move | Razor Claws | Deadly Beak | |
| Wounds1 | 0-3 | 15" | 6 | 4 | |
| Wounds2 | 4-6 | 13" | 5 | 3 | |
| Wounds3 | 7-9 | 11" | 4 | 2 | |
| Wounds4 | 10-11 | 9" | 3 | 1 | |
| Wounds5 | 12+ | 7" | 2 | 1 |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Demigryph Knights | 10" | 4 | 6 | 4+ | |
| Freeguild General on Griffon | * | 13 | 7 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Charging Lance | This unit’s Demigryph Knight’s Lances have a Rend characteristic of -2 instead of ‘-’ and a Damage characteristic of 2 instead of 1 if this unit made a charge move in the same turn. | |
| Fly | This unit can fly. | |
| Freeguild Shield | Add 1 to save rolls for attacks that target this model if this model carries a Freeguild Shield | |
| Piercing Bloodroar | Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of any friendly units with this ability. | |
| Preceptor | 1 model in this unit can be a Preceptor. Add 1 to the Attacks characteristic of that model’s Demigryph Knight’s Halberd or Demigryph Knight’s Lance. | |
| Savage Ferocity | If the unmodified wound roll for an attack made with this unit’s Beak and Talons is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage.. | |
| Skilled Rider | Add 1 to run and charge rolls for this model if it does not carry a Freeguild Shield. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Beak and Talons | Melee | 1" | 3 | 3+ | 3+ | -1 | 1 | |
| Deadly Beak | Melee | 2" | 2 | 3+ | 3+ | -2 | * | |
| Razor Claws | Melee | 2" | * | 4+ | 3+ | -1 | 2 |
Categories: Battalion
Battalion Abilities: Triarch Covenant
Categories: MONSTER, ORDER, AELF, Behemoth, CITIES OF SIGMAR
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Flamespyre Phoenix, Unit Abilities: Attuned to Magic, Fly, Phoenix Reborn, Wake of Fire, Weapon: Flaming Talons
Categories: MONSTER, ORDER, AELF, Behemoth, CITIES OF SIGMAR, PHOENIX TEMPLE
Damage Table: Wound0, Wound1, Wound2, Wound3, Wound4, Wound5, Unit: Frostheart Phoenix, Unit Abilities: Anointed, Attuned to Magic, Blizzard Aura, Fly, Witness to Destiny, Weapon: Ice-cold Talons
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| Triarch Covenant | Add 1 to casting and unbinding rolls for friendly WIZARDS from this battalion while they are within 6" of another friendly model from the same battalion. |
| Damage Table | Variable 1 | Variable 2 | Variable 3 | Variable 4 | Ref |
|---|---|---|---|---|---|
| Wound0 | Wounds Suffered | Move | Flaming Talons | Wake of Fire | |
| Wound1 | 0-2 | 16" | 6 | D6 mortal wounds | |
| Wound2 | 3-4 | 14" | 5 | D3 mortal wounds | |
| Wound3 | 5-7 | 12" | 4 | D3 mortal wounds | |
| Wound4 | 8-9 | 10" | 3 | 1 mortal wound | |
| Wound5 | 10+ | 8" | 2 | 1 mortal wound |
| Unit | Move | Wounds | Bravery | Save | Ref |
|---|---|---|---|---|---|
| Flamespyre Phoenix | * | 12 | 8 | 5+ | |
| Frostheart Phoenix | * | 12 | 9 | 4+ |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Anointed | This model can included 1 Anointed armed with a Great Phoenix Halberd. If it does, this model has the HERO keyword. However, if it does, any command traits or artefacts of power only affect attacks made by the Anointed. | |
| Attuned to Magic | If a model within 12" of this model successfully casts a spell, whether or not the spell is unbound, roll a dice. If the result if 2 or more, you can add 1 to all save rolls for the Flamespyre Phoenix until your next hero phase. | |
| Blizzard Aura | Subtract 1 from wound rolls for attacks made with melee weapons by enemy units within range of the Blizzard Aura ability of any friendly models. The range of the Blizzard Aura ability for this model is shown on the damage table above. | |
| Fly | This unit can fly. | |
| Phoenix Reborn | The first time this model is slain during a battle, roll a dice. On a result of 4 or more, it is reborn with all its wounds restored! Set up the model anywhere on the battlefield that is more than 9" from the enemy. | |
| Wake of Fire | A Flamespyre Phoenix can attack enemies with a Wake of Fire as it flies over them. To do so, pick one enemy unit that the Flamespyre Phoenix flew over in the movement phase. Then, consult the damage table to how many woulds are inflicted on the unit as they are engulfed in flame. | |
| Witness to Destiny | If this model includes an Anointed, roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated. |
| Weapon | Type | Range | Attacks | To Hit | To Wound | Rend | Damage | Ref |
|---|---|---|---|---|---|---|---|---|
| Flaming Talons | Melee | 2" | * | 4+ | 3+ | -1 | 2 | |
| Ice-cold Talons | Melee | 2" | * | 3+ | 3+ | -1 | 2 |
Categories: Battalion
Battalion Abilities: Triarch Covenant
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| Triarch Covenant | Add 1 to casting and unbinding rolls for friendly WIZARDS from this battalion while they are within 6" of another friendly model from the same battalion. |
Categories: Allegiance
Selections: Greywater Fastness
Battle Trait: Amidst the Ghoul Mere, Amplified Sorceries, Home of the Great Ironweld Guilds, Honoured Retinue, Loyal Shields, Rune Lore, Salvo Fire, Stormkeeps, Strongholds of Order, The General's Adjutant, Warriors of the Realms, Wise Council, Prayer: Rune of Unfaltering Aim
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Amidst the Ghoul Mere | A Greywater Fastness army must be from Ghyran. | |
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| Home of the Great Ironweld Guilds | Increase the Range characteristic of missile weapons used by friendly GREYWATER FASTNESS IRONWELD ARSENAL units by 3" (this does not affect the weapon’s minimum range, if it has one). In addition, if you are fighting a Pitched Battle, you can include 1 additional IRONWELD ARSENAL Artillery unit in your army. | |
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| Rune Lore | In your hero phase, 1 friendly GREYWATER FASTNESS RUNELORD can chant the following prayer in addition to any prayer on their warscroll. If they do so, make a prayer roll by rolling a dice. On a 1, the prayer is not answered. On a 2+, the prayer is answered. | |
| Salvo Fire | You can use this command ability in your shooting phase. If you do so, pick 1 friendly GREYWATER FASTNESS FREEGUILD HANDGUNNERS unit or 1 friendly GREYWATER FASTNESS IRONDRAKES unit wholly within 12" of a friendly GREYWATER FASTNESS HERO. Add 1 to hit rolls for attacks made with missile weapons by that unit until the end of that phase. A unit cannot benefit from this command ability more than once per phase. | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
|
| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
| Prayer | Description | Ref |
|---|---|---|
| Rune of Unfaltering Aim | If this prayer is answered, pick 1 friendly IRONWELD ARSENAL WAR MACHINE unit within 3" of this model. Until the start of your next hero phase, add 1 to hit rolls for attacks made with missile weapons by that unit. |
Categories: Allegiance
Selections: Anvilgard
Battalion Abilities: Illicit Dealings, Battle Trait: Amplified Sorceries, Drakeblood Curses, Honoured Retinue, Loyal Shields, On the Shores of the Searing Sea, Stormkeeps, Strongholds of Order, The General's Adjutant, Warriors of the Realms, Wise Council, Command Abilities: Make an Example of the Weak
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| Illicit Dealings | To have power and influence in Anvilgard, one must know the right people. In battle, the city’s commanders call upon these contacts to give them every advantage they can glean. When you choose an Anvilgard army, you can profit from one of the following benefits of illicit dealings: Black Market Bounty: 1 additional friendly ANVILGARD HERO can bear an artefact of power from the Anvilgard Artefacts of Power table. Dabblings in Sorcery: 1 additional friendly ANVILGARD DRAGON, ANVILGARD KHARIBDYSS or ANVILGARD WAR HYDRA can have a Drakeblood curse from the Drakeblood Curses table. Hidden Agents: You receive D3 extra command points. |
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| Drakeblood Curses | If an Anvilgard army includes any DRAGONS, KHARIBDYSSES or WAR HYDRAS, 1 of those models has a Drakeblood curse. Choose which model will have the Drakeblood curse, then pick from or roll on the Drakeblood Curses table opposite. You can choose 1 additional friendly ANVILGARD DRAGON, ANVILGARD KHARIBDYSS or ANVILGARD WAR HYDRA to have a Drakeblood curse for each warscroll battalion in your army. A model cannot have more than 1 Drakeblood curse, and an army may not include duplicates of the same Drakeblood curse. |
|
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| On the Shores of the Searing Sea | An Anvilgard army must be from Aqshy. | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
|
| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Make an Example of the Weak | You can use this command ability at the start of the battleshock phase. If you do so, pick 1 friendly ANVILGARD unit wholly within 12" of a friendly ANVILGARD HERO. 1 model in that unit is slain. However, in that phase, you do not need to take battleshock tests for friendly ANVILGARD units wholly within 18" of that unit. |
Categories: Allegiance
Selections: Hallowheart
Battle Trait: Amplified Sorceries, Arcane Channelling, Eldritch Attunement, Honoured Retinue, In the Shimmering Abyss, Loyal Shields, Mages of the Whitefire Court, Stormkeeps, Strongholds of Order, The General's Adjutant, Warriors of the Realms, Wise Council
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| Arcane Channelling | You can use this command ability at the start of your hero phase. If you do so, pick 1 friendly HALLOWHEART WIZARD HERO and roll a dice. That WIZARD suffers a number of mortal wounds equal to that roll. In addition, until the start of your next hero phase, add that roll to casting rolls made by other friendly HALLOWHEART WIZARDS while they are within 12" of that WIZARD. | |
| Eldritch Attunement | Each time a friendly HALLOWHEART unit is affected by a spell or endless spell, you can roll a dice. If you do so, on a 5+, ignore the effects of that spell or endless spell on that unit. | |
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| In the Shimmering Abyss | A Hallowheart army must be from Aqshy. | |
| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| Mages of the Whitefire Court | HALLOWHEART WIZARDS can attempt to cast 1 extra spell in each of their hero phases. | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
|
| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
Categories: Allegiance
Selections: Hammerhal
Battle Trait: A City of Two Realms, Amplified Sorceries, Banners Held High, Honoured Retinue, Loyal Shields, Stormkeeps, Strongholds of Order, The General's Adjutant, The Magister of Hammerhal, The Pride of Hammerhal, Warriors of the Realms, Wise Council, Command Abilities: Righteous Purpose
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| A City of Two Realms | A Hammerhal army can be from either Aqshy or Ghyran. | |
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| Banners Held High | At the start of your hero phase, roll a dice for each friendly HAMMERHAL unit that includes any Standard Bearers. For each 6, you receive 1 extra command point. | |
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
|
| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| The Magister of Hammerhal | If your army includes AVENTIS FIRESTRIKE and he is your general, at the start of your first hero phase, you receive 1 extra command point. | |
| The Pride of Hammerhal | Do not take battleshock tests for HAMMERHAL units that are wholly within your territory. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Righteous Purpose | You can use this command ability at the end of the combat phase. If you do so, pick 1 friendly HAMMERHAL unit that is wholly within enemy territory, wholly within 12" of a friendly HAMMERHAL HERO, and within 3" of an enemy unit. That friendly unit can fight. A unit cannot benefit from this command ability more than once per phase. |
Categories: Allegiance
Selections: Living City
Battalion Abilities: The City Wargroves, Battle Trait: Amplified Sorceries, Attuned to Nature, Deep in Thyria, Honoured Retinue, Hunters of the Hidden Paths, Loyal Shields, Stormkeeps, Strongholds of Order, The General's Adjutant, Warriors of the Realms, Wise Council, Command Abilities: Strike then Melt Away
| Battalion Abilities | Battalion Ability Details | Ref |
|---|---|---|
| The City Wargroves | A Living City army can include SYLVANETH units. 1 in every 4 units in an army can be a SYLVANETH unit. Those units gain the CITIES OF SIGMAR keyword and the LIVING CITY city keyword. |
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| Attuned to Nature | At the start of your hero phase, you can heal 1 wound allocated to each friendly LIVING CITY unit. | |
| Deep in Thyria | A Living City army must be from Ghyran. | |
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| Hunters of the Hidden Paths | Instead of setting up a LIVING CITY unit on the battlefield, you can place it to one side and say that it is set up on the hidden paths as a reserve unit. You can set up 1 reserve unit on the hidden paths for each LIVING CITY unit you have set up on the battlefield. At the end of your movement phase, you can set up 1 or more of these units on the battlefield, wholly within 6" of the edge of the battlefield and more than 9" from any enemy units. Any reserve units on the hidden paths that are not set up on the battlefield before the start of the fourth battle round are destroyed. |
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| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
|
| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Strike then Melt Away | You can use this command ability at the end of your shooting phase. If you do so, pick 1 friendly LIVING CITY unit that shot in that phase, is more than 9" from any enemy units and is wholly within 18" of a friendly LIVING CITY HERO. That unit can make a normal move (it cannot run). A unit cannot benefit from this command ability more than once per phase. |
Categories: Allegiance
Selections: Phoenicium
Battle Trait: Amplified Sorceries, At the Foot of Quogmia Mountain, Blood of the Ur-Phoenix, Honoured Retinue, Loyal Shields, Stormkeeps, Strongholds of Order, The General's Adjutant, Vengeful Revenants, Warriors of the Realms, Wise Council, Command Abilities: Living Idols
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| At the Foot of Quogmia Mountain | A Phoenicium army must be from Ghyran. | |
| Blood of the Ur-Phoenix | Add 1 to the Wounds characteristic of PHOENICIUM FROSTHEART PHOENIXES and PHOENICIUM FLAMESPYRE PHOENIXES. | |
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
|
| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| Vengeful Revenants | Add 1 to hit and wound rolls for attacks made with melee weapons by friendly PHOENICIUM units if any friendly PHOENICIUM units have been destroyed in the same phase. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Living Idols | You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly PHOENICIUM HERO FLAMESPYRE PHOENIX or 1 friendly PHOENICIUM HERO FROSTHEART PHOENIX. Until the end of that phase, if a friendly PHOENICIUM model is slain while it is within 12" of that HERO, that model can fight before it is removed from play. |
Categories: Allegiance
Selections: Tempest's Eye
Battle Trait: Alert and Forewarned, Amplified Sorceries, Atop Titanspear Mountain, Honoured Retinue, Loyal Shields, Outriders of the Realms, Standing Contracts, Stormkeeps, Strongholds of Order, The General's Adjutant, Warriors of the Realms, Wise Council, Command Abilities: Rapid Redeploy
| Battle Trait | Battle Trait Details | Ref |
|---|---|---|
| Alert and Forewarned | Add 3" to the Move characteristic of friendly TEMPEST’S EYE units until the end of the first battle round. In addition, add 1 to save rolls for attacks that target friendly TEMPEST’S EYE units in the first battle round. | |
| Amplified Sorceries | If a CITIES OF SIGMAR WIZARD successfully casts an endless spell and that spell has any of the abilities listed below, those abilities are in effect for that spell regardless of the realm in which the battle is taking place. • Empowered by Aqshy • Empowered by Chamon • Empowered by Ghur • Empowered by Ghyran • Empowered by Hysh • Empowered by Shyish • Empowered by Ulgu |
|
| Atop Titanspear Mountain | A Tempest’s Eye army must be from Aqshy. | |
| Honoured Retinue | When you choose the general of a Cities of Sigmar army, if the general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly unit to be your general’s retinue. This unit must have between 5 and 20 models. If you pick a retinue, your general gains the Loyal Shields ability. | |
| Loyal Shields | Roll a dice before you allocate a wound or mortal wound to your general while they are within 3" of their retinue. On a 4+, that wound or mortal wound is allocated to the retinue instead of the general | |
| Outriders of the Realms | Add 1 to run rolls for friendly TEMPEST’S EYE units. | |
| Standing Contracts | A Tempest’s Eye army can include KHARADRON OVERLORDS units. 1 in every 4 units in the army can be a KHARADRON OVERLORDS unit. Those units gain the CITIES OF SIGMAR keyword and the TEMPEST’S EYE keyword. | |
| Stormkeeps | 1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army. | |
| Strongholds of Order | When you choose a Cities of Sigmar army, you must give it a city keyword from the list below. All CITIES OF SIGMAR units in your army gain that keyword, and you can use the allegiance abilities listed for that city on the pages indicated. • HAMMERHAL (pg 64-65) • LIVING CITY (pg 66-67) • GREYWATER FASTNESS (pg 68-69) • PHOENICIUM (pg 70-71) • ANVILGARD (pg 72-73) • HALLOWHEART (pg 74-75) • TEMPEST’S EYE (pg 76-77) If a model already has a city keyword on its warscroll, it cannot gain another one. You can still include the model in your army, but you cannot use the allegiance abilities for its city |
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| The General's Adjutant | When you choose the general of a Cities of Sigmar army, if your general has a Wounds characteristic of 6 or less, you can pick up to 1 friendly HERO to be your general’s adjutant. This HERO must have a Wounds characteristic of 6 or less and cannot be your general. If you pick an adjutant, your general gains the Wise Council ability. | |
| Warriors of the Realms | The battle traits for each City of Sigmar will list the Mortal Realm in which the city is located. If you are using the rules from Warhammer Age of Sigmar: Malign Sorcery, your army must be from the same Mortal Realm as the one in which the city is based. In the case of Hammerhal, your army can be from either Aqshy or Ghyran. | |
| Wise Council | At the start of your hero phase, if your general is within 3" of their adjutant, roll a dice. On a 4+, you receive 1 extra command point. |
| Command Abilities | Command Ability Details | Ref |
|---|---|---|
| Rapid Redeploy | You can use this command ability in your shooting phase. If you do so, pick 1 friendly TEMPEST’S EYE unit that is wholly within 12" of a friendly TEMPEST’S EYE HERO. That unit can shoot even if it ran in the same turn. |
Selections: 2000 Points - Battlehost
Categories: Game Options, Battlehost
Categories: ENDLESS SPELL, SHYISH, SHARDS OF VALAGHARR, Malign Sorcery
Spell: Summon Shards of Valagharr, Unit Abilities: Empowered by Shyish, Ensnaring Soul-drain, Twilight Translocation
| Spell | Casting Value | Description | Ref |
|---|---|---|---|
| Summon Shards of Valagharr | 5 | If successfully cast, set up the first Shards of Valagharr model wholly within 6" of the caster, and then set up the second Shards of Valagharr model wholly within 12" of the first. |
| Unit Abilities | Ability Details | Ref |
|---|---|---|
| Empowered by Shyish | If your battle is taking place in the Realm of Death, the first Shards of Valagharr model can be set up wholly within 12" of the caster, instead of 6". | |
| Ensnaring Soul-drain | At the start of the movement phase, draw an imaginary straight line 1mm wide between the closest parts of the bases of the two Shards of Valagharr models from this endless spell. Each unit passed across by this line is ensnared until the end of that turn. Halve the Move characteristic of a unit that is ensnared. In addition, subtract 1 from hit rolls for attacks made by units that are ensnared. | |
| Twilight Translocation | At the start of the battle round, after determining who has the first turn, the players must roll off. The winner can remove one Shards of Valagharr model from this endless spell from the battlefield and set it up again anywhere on the battlefield wholly within 12" of the other Shards of Valagharr model from this endless spell. |
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